Immersive first-person parkour in a surreal, physics-driven voxel world. Every move can modify the environment. Surfaces pop in and out of existence at will.

Add file Report Kickstarter Demo (build 353)
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Games : Lemma : Files
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Lemma-v353.zip
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Demo
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etodd
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109.43mb (114,750,348 bytes)
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3,798 (1 today)
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cf4d4de8ff3da3ce97f05a0556f34399
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Description

This is the alpha demo I built for the Kickstarter.

Preview
Kickstarter Demo (build 353)
Comments
hideinlight
hideinlight

Just small heads up with regards to those fuse boxes, you can kinda kick and permanently destroy part of the connection which makes it impossible to progress further.

The slow mo thing later in the game, just doesn't do it for me. Spend a dozen of minutes on it and it still didn't feel right, couldn't even figure out how to make a blcoks beneath you materialize. You cannot press jump because your already using it as an example.

Having it mapped to the same button makes it worse, especially when so many buttons on the gamepad are unused. All that I could get to work sometimes is the wall run.

You can also abuse it to get way up high by just spamming LT and RT. I kinda think they should be temporary creations which auto expire, as to not make that mechanic completely take over the level design. Atm the feeling just isn't there.

Another thing would be the wooden blocks getting blown up and no way to "reset" or redo that part of level. Once the last ones get blown up you kinda stuck again.

Apart from that it feels pretty good and interesting.
Even though I seriously wanted to take that cellphone and see how far I can throw it and see it getting smashed.

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etodd Author
etodd

Thanks for checking out the demo!

I'm not sure what you mean about the fuse boxes... even if you do destroy part of the connection you can always rebuild it.

As for the slowmo part, I think the tutorial doesn't do a very good job of teaching it yet. It's still a very early version. Talking about pressing jump, you have to first release the jump button and press it again. Once you get the hang of it, I think it's pretty intuitive. I wanted to keep the number of buttons low because with the slow-motion you would have to quickly switch from one button to another, rather than just pressing the same button twice. Hopefully that makes sense.

Yes you can get pretty high with the build mechanic, but I did put limits on it and in the valley level it's actually faster to stay down in the valley than to try and move around above it.

You're right about the wooden blocks though. I wanted it to be a bit more frantic. You have to get through quick before they all explode. But I do plan on redesigning that section a bit.

Thanks again for playing and commenting. I take every bit of feedback to heart!

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Guest
Guest

Ok I see you can only rebuild fuses with a wallrun sideways, straight up doesn't work.

I'm however unable to complete the monolith level still, even after setting off all 5 fuses. Are you suppose to do something else in that level? I even went as far as to build a platform around the pillars so that I can try dropping on the white block.

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etodd Author
etodd

If all 5 explosives went off, the central part should fall down. Maybe you built some walls that are holding it up? I tried to make it impossible to do that, but I could very well have missed some things.

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hideinlight
hideinlight

As for controls, at least for the gamepad, you still have LB and RB open which could be used for slo-mo, LB for walls and RB for blocks.

Currently you have to Jump(RT) then press and hold Jump(RT) to activate slo mo. Just before you hit a block, you have to release the button your holding and tap it again after which it's not easy to do a follow up.

However if you were to use LB and RB and add a kind of release tapering timer of 1 second (you have slo mo for 1 sec after release)

You could Jump, LB, Jump, LB, Jump, LB etc.
You could easily alternate between the buttons and have a fluid action if timed right. Each time you see the platform you just release LB, before you hit it and use that second to comfortably get your finger on RT and ready to press.

If I was planning a wallrun I would just jump of a platform, hit LB + Left, release it and know that when I press Left Trigger I will actually do the action.

I just think this way it'll be a lot less easier and maybe even more natural. Having it on the same button also makes me use it accidentally when I don't want to.

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etodd Author
etodd

Hm, I see your point. I will definitely experiment and see if it helps. I do like the idea of continuing the slow motion for a split second after releasing the button.

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Guest
Guest

Does the game not run on windows 7 or something? Anytime I try to run the .exe it loads for a second then does nothing. Is there a specific way to install it?

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etodd Author
etodd

It runs on Windows 7. Two things it could be: first make sure you've got .NET framework 4 and XNA 4 installed. Also make sure you're running the latest build (353). The first version (313) had a bug that caused it to crash on some systems (especially Windows 7).

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D4wdl
D4wdl

I played for like 30 minutes and I liked it, but I was stopped by the area where it says you can reset the infected blocks by touching the green ones. I couldn't reach it and after going there second time it was impossible to even attempt again, here's a screenshot I.imgur.com. The red blocks attacked me as I was trying to get in the wall. It's sad but I close the game and I'll see if this gets fixed before attempting again. Nice game btw :)

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Guest
Guest

I am having an issue with binding buttons. I played Mirror's Edge and prefer the control scheme. I have a windows 8 computer. Just a heads up.

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etodd Author
etodd

What issue are you having? The control scheme should be completely customizable.

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drjd24
drjd24

I'm assuming the game is solely for windows (.exe) for now?

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etodd Author
etodd

Unfortunately yes. A Mac/Linux port is not out of the question, but at this point it would definitely come some time after the Windows release, unfortunately.

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CraigItsFriday
CraigItsFriday

Hey awesome work, I saw on your tig post that you've done an oculus demo. Is that publicly released? My dk2 just came in and I'd love to check this out in vr. Keep up the good work!

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FoxingtonQ
FoxingtonQ

Hey, great work. Smooth. I had loads of fun as well.
Had a problem though. As I set off the 4th explosive out of the 5, half of the big ring kinda fell down and nothing really happened afterwards.

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gurennoyumiya123
gurennoyumiya123

Do you happen to have a walkthrough video or something? I haven't been able to find one that goes as far as I am and I'm sooo stuck and I have not been able to figure out what to do. I'm stuck on the level after the one where the guy tricks you into going back home.

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Guest
Guest

It was a good game but was very short. I think I reached the final level where all the blocks were attacking me. I reached there in just 1 and a half hours. By the way, good work! And yeah, it worked fine on windows 7 ultimate.

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Guest
Guest

lOVE IT!

only grip is when you gain your powers there should be some type of scene or some thing, its weird just all of a sudden having blocks appear when you do moves for no apparent or explained reason.

Also I am stuck just like
gurennoyumiya123 is, on the one after mark tricks you into going back home.

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etodd
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